Modding Tool [1.1.0 Released!]

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

No probs, I've added an example of how much easier the tool can make modding with some screenshots to help. I've fiddled with the formatting a bit too, hopefully that'll make it a bit cleaner.

In other news, revision 17 has the plagues form tidied up and tooltips added to it. I've also set the exception race name to be a drop down box so it no longer requires you to type the race name.

On top of that, I've been fighting an annoying problem which basically causes a crash if you select an item from a drop down menu and your mouse cursor happens to be over something that has a tooltip. I think I've fixed it now (only the races form was really causing the issue), but if it causes any issues for anyone just let me know.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

And of course, one problem immediately begats another lol.

I think the issue with loading races is solved now. Basically changing the race in the drop down menu caused it to change the race name field (as you might expect), but when that's changed it's programmed to update the drop down menu with a new list, clearing the old one (in case the user wants to change the name of the race). So as soon as it tried to set the next field, there's (briefly) no items in the race list and it doesn't know what race to look up and gets confused, throwing an access violation error.

What it doesn't do is report any of that to me. It just says "access violation", with no actual pointers to where the problem is.

But it seems to be fixed now, and revision 18 therefore contains a single new line of code dealing with it.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

Revision 19 is up, with two forms updated tonight. Facilities and Fighters have both been tidied up and have tooltips on them.

Also:

Design templates now updates its fields properly when the race is changed if you have a ship/base type already selected.

The Facilities form now has two drop down menus for the Component of Giant Ion Cannons and the permitted Colony Type for Wonders. Should make it simple to change those values.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

Just published 0.2.2!

This completes the tidy up part of the process, so the research (and its subforms) and components forms are now done.

For the components form I’ve set it so “unused” values are not enabled, helping to prevent accidental typos and tabbing to them.

The restrict races part of the research form now has a list of all races with checkboxes next to them, click the ones you want to restrict it to. This works a hell of a lot better than requiring the user to manually write the names of any races used for that line.

The alter plagues part of the research form now has the exception race listed in a drop down menu, with a tooltip to note that changing it will change the exception race for the plague entirely (since you can’t change the exception race by research project). This is just for convenience really, so the user knows what race the exception will be applied to.

All in all I’m pretty happy with how this has turned out. It looks pretty good and it’s really easy to use at this point.

Now it’s just the nitty gritty work of data validation left (0.2.3) before graphics (0.3.0) and then it’s a clear run to the final release!
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Uncle Lumpy
Posts: 165
Joined: Fri Jul 01, 2005 8:55 pm

RE: Modding Tool

Post by Uncle Lumpy »

Wow! Thank you for all your work. I'm looking forward to your final tool. The whole fun of your project, though, has been following your step by step development. I don't know if I'll ever attempt my own mod (too many really good ones already exist), but your tool certainly temps me to consider creating one. [:)]
I once heard there was a garage, which some said was air tight.
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Capshades
Posts: 138
Joined: Sat Aug 02, 2014 8:17 pm

RE: Modding Tool

Post by Capshades »

ORIGINAL: Uncle Lumpy
The whole fun of your project, though, has been following your step by step development.
This ^
Cepheiden
Posts: 28
Joined: Tue Dec 29, 2015 2:30 am

RE: Modding Tool

Post by Cepheiden »

Nice, it can even edit research orders. Those took forever before since you had to look up hundreds of numbers. Great work!
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

Revision 1 has a little bugfix for something I just spotted, if you create a new ability as part of a research project unused values were being left blank, which confused DW. Now it automagically puts 0's in them.
darkriot
Posts: 32
Joined: Sat Jul 05, 2014 1:56 am

RE: Modding Tool

Post by darkriot »

Sorry it took so long for me to get back to you. It works great now, your last 3 revisions made it work. probaly had some thing to do with me using the starfall mod. Great work![&o]
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

No probs mate, long as it's working now!

Revision 2 has a small bugfix for the races form, since the change to non-editable drop down menus the research order could act a bit strangely. Fixed now.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

So, spent this evening doing data validation on the characters form for revision 3. It took a lot to make this actually work, but work it does. It also gives me a template for the rest of the forms which is nice.

Initially I was going to have it pop up a message box if an invalid value was entered, but that got annoying fast. I’ve instead gone for making it change the background colour of the field.

So whenever you have a textbox allowing user input, it’ll appear light green if the value is valid and it’ll store the value. If not, it’ll appear pink and it won’t store the value. I’ve gone for these colours so you can easily read the text regardless.

Interestingly, there doesn’t actually appear to be a hardcoded limit on how many digits your character names can have. So the only restriction on that field is that you can’t have commas (because they’re used as the delimiter in the text files) and I’ve set it to automatically remove any you try and enter. You’ll just have to use some common sense as to appropriate character name lengths!
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

Revision 4 has the Design Templates form with data validation enabled. Same basic idea as the Characters form, green = good and pink = bad. Most of them just have to be numbers above 0 which is easy enough to do.

The only other one was the image scaling, because appropriate values vary depending on what type of image scaling you’ve set. It works nicely though.

I’ve also made an “actual output” box for the Dialogue form. You can’t edit this, it just shows you what the actual output will look like without the character returns.
Cepheiden
Posts: 28
Joined: Tue Dec 29, 2015 2:30 am

RE: Modding Tool

Post by Cepheiden »

I get a warning about multiple wonder IDs in the various race policy files. Is it true the game only uses one wonder ID?
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

So it would seem. I know a few mods are out there that have more than one entry, but the modding guide suggests that only one entry is used and in-game you can see in the policy window that "Build Special Wonder" (the PrioritizeBuildWonderId line in a policy file) is limited to one entry. I'm not sure why mods have been developed that have more than one in them, perhaps a previous version of DW allowed it, but then I'm not sure why they'd remove it for Universe. I suppose it could be that the AI can use this in their policy files and the player can't, but I haven't seen any evidence to suggest that's the case.
Cepheiden
Posts: 28
Joined: Tue Dec 29, 2015 2:30 am

RE: Modding Tool

Post by Cepheiden »

I see.
The warnings are quite helpful, allowed me to correct a bunch of typos and other stuff already.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

That got me thinking, so revision 5 is just a small patch to make a couple of the warnings a bit more clear on what happens if you output.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

Revision 6 is up and has the Policies form with data validation. This was an easy but interesting one, finding all sorts of limits that I didn’t know or didn’t remember existed as to what the text entries can be.

So far in my tests I’ve been loving this implementation, it makes it so easy to see if a value you’ve entered is going to work in game or not.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

With revision 7 the races form now has data validation on all its textboxes. Since the dialogue form doesn’t need one (it only has a single multi-line box which you can enter whatever you like into) that’s all the subforms done.

This is defo going nice and fast, and the root forms should be easier if anything. Even the ones where the correct values vary by type aren’t likely to be a huge problem, since there’s already code built to handle that.

We could be looking at graphics as early as next week at this rate!
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

Revision 8 is up, Governments and Government Biases now have data validation enabled.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

RE: Modding Tool

Post by Sabranan »

Revision 9 is up, Race Biases, Race Families and Race Family Biases now have data validation enabled.
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